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Death Engineering

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    Mad Scientist
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    Secret Underground Bunker

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  1. I'm excited for colonies and long, long, loooooooong missions.
  2. Welcome back, michal.don! Just curious.. what, if any, mods did you install to increase difficulty/realism?
  3. I totally agree with general suggestion that Kerb's are still very prop-like in IVA mode. Can you imagine free IVA travel in the current KSP? Stuck on a ladder, jammed between the command seat and the control panel.. wobble-wobble-POOF! Scratch one kerbal.
  4. Is this only when on the KSC overview screen, but normal everywhere else? There was a mod that caused that bug at one point... harmless mostly harmless.
  5. Having a very hard time fitting USI-LS/MKS designs into the 100k / launch limit and get the mission done. lol! Going to take another run this weekend and incorporate SSPX mod bits to get (totally admitting the truth here) the cheaty/undermass crew pods. Trying to stick with a common Duna lander that can drop crew modules, supplies or carry things back into orbit and just swapping out the modular bits that snap into the lander. In theory/testing, it works great but the two designs (lander/RTO and resupply modules) are near 200k each at launch and over 40t per payload. Stay tuned!
  6. I like ambient music like from Iron Cthulhu Apocalypse or Ambient Space Music or Spaceship Ambience.
  7. Yikes.. makes my trip around the grey-on-grey one seem pleasant by comparison
  8. Only one? I just refueled one in orbit with 3 Aeris' .. Aerae? And landed them all at the KSC! I want to recreate that loading-screen shot of the Aeris around Laythe.
  9. Death Engineering's 'Gateway Station' This fully functional station is based on the "real" (I'll believe it when I see it..) NASA Gateway station. The lander is capable of hauling Ore from the surface to the station where it can be refined into fuel.
  10. "We're not in Kansas anymore!" Using the Vall lander's ascent stage as a basic lander, Jeb set down in several spots on Bop's surface and got loads of Science!, including a pic on top of The Kraken. There was a nearly two-year wait until the Kerbin return window, so kept the lander attached until the last moment to give the crew some extra breathing room. This is going to be a long mission! Dropped the wee lander and left Bop orbit with just over 1,000 m/s of ▲V available. Luckily, with a two-pass gravity boost past Tylo, this will be enough. Dropped the interplanetary module and finished off the Kerbin encounter burn with the Kerbin entry pod. Brought the crew down safe in the eastern plains, with a MET of over thirteen years! More than 5.6k and about 3m from this 145k launch. Looking good to complete this challenge with some kind of silly Eeloo station/base mission. May have to unlock the VAB to get the unlimited part count when I'm ready to start that design, but for now unlocked the tech tree enough to get all the science parts from the later nodes (Seismometer and Atmospheric). Also made some KSC upgrades: KSC Upgrade Status: [■] [ ] Administration Building [■] [ ] Astronaut Complex [■] [■] Mission Control [■] [■] Launch Pad [■] [■] Research and Development [ ] [ ] Runway [ ] [ ] Spaceplane Hangar [■] [■] Tracking Station [■] [ ] Vehicle Assembly Building *New Upgrade Admin Strategies: Patents Licensing - 25% Leadership Initiative - 25% Funds in the Bank: 521,267 Science points available: 4954.6
  11. No it isn't, not even at Level I. Mars and Duna are not at the same inclinations so there's that. At Level II you don't launch from equatorial, which changes the starting orbit. At Level III there are life support needs. At "2.5x", well.. \
  12. Moon Orbital Science Spent some time orbiting the Moon with Bob and Bill getting as much science as they could inside of a few orbits. The unpressurized Mk. 1 pod doesn't give the crew any room to stretch their legs, so by the time they're on the return-leg they start "hearing voices" and "losing concentration". Welcome to my world. Earth Station I Used the same version of this unnecessarily part-heavy booster to get first an Earth space station and then a Moon station into place to complete 's-only contracts. The Moon version needed a kicker-stage to get out there and had to burn some of its onboard reserves to finalize the orbit. Moon Station I This station looks bigger than it is; that Jr. docking port gives some perspective, but still this is a 5-crew station with supplies on board for only 15 days for maximum crew. Luckily, we're a loooong ways off from multi-crew pods so there isn't much point in having more than one crew out there. Simple Science Plane Took this 30-part plane all around FL, VA and CA looking for science, but keeping uplink to KSC to transmit the data becomes a problem. Also, powering the Goo and Materials Bay is problematic. All it needs is a few solar panels or a fuel cell, but 30 parts..! Moon Rescue and Crewed Moon Station..maybe Our rescue contract is stuck around the Moon, and our Moon station contract requires a Pilot.. so hopefully the rescued kerb will be a pilot, or we'll be flying another crew out the the Moon at our expense. We still don't have launch escape systems or any real redundancy in our propulsion, short of a pittance of RCS ▲V, so crew-safety is marginal. Next time.. is Nenard a Pilot? Will their be enough ▲V to rendezvous with the station if he is?
  13. I totally ▬▬▬▬▬▬▬ hate that 'You didn't really want that orbit, did you? Good, cuz we changed it when you weren't looking.' special feature of KSP. Can you please elaborate your method for mitigating that?
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